• Title/Summary/Keyword: John Dewey

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A Study on a Philosophical Foundation of Intergenerational Christian Education : The Significance of Reciprocity and Participation (세대통합 기독교교육의 철학적 토대에 관한 연구 : 호혜성과 참여를 중심으로)

  • Hyunho Shin
    • Journal of Christian Education in Korea
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    • v.73
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    • pp.93-115
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    • 2023
  • The purpose of this study is to explore implications for intergenerational Christian education in Korean churches and families that struggle with "generational fragmentations" focusing on the conception of reciprocity and participation. For the faith community in Korea, "generational fragmentations" does not merely mean communication gaps or the disconnection between generations but also the absence of reciprocity and communal participation as a genuine intergenerational community of faith. With this phenomenon in mind, this study explores the concept of "intergenerationality" in education, focusing on reciprocity and participation. Next, this study examines the concepts of reciprocity and participation found in John Dewey's seminal works, Democracy and Education and Experience and Education based on his ideas of democracy and experience in relation to intergenerational Christian education for the Korean church and families. The present paper then attempts to find implications for intergenerational Christian education in the Korean church and family, showing the importance of an intergenerational community of faith with reciprocity and communal participation, and communal spiritual journey with children and adults.

Conceptual Study on User Experience in HCI: Definition of UX and Introduction of a New Concept of CX (Co-Experience) (사용자 경험에 대한 HCI적 관점에서의 개념적 고찰 사용자 경험의 개념 정의와 공동 경험감 개념의 제안)

  • Moon, Jee-Hyun;Lim, Seong-Taek;Park, Cha-La;Lee, In-Seong;Kim, Jin-Woo
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.9-17
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    • 2008
  • The concept of UX(User Experience) has been an important issue both in academic and practical areas in recent years. However, the concept had either been lacking an implicit definition or confused with otherrelated concepts in most cases. In this paper, a conceptual definition of UX and the optimal UX in HCI as well as conditions of it is presented based on John Dewey's pragmatism. Also, due to the current shifts in the technological environment in HCI, it is impossible to fully explain the phenomena by using the current concept of UX as users experience technology not only individually but also socially. Therefore, this paper introduces the concept of users' shared experience, co-experience(CX), and its requisites.

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Anger Resolution Techniques and Case Studies - Based on Seneca's De Ira - (분노해결기법과 사례연구 - 세네카의 <분노에 대하여>를 바탕으로 -)

  • Son, Dong-seon
    • Journal of Korean Philosophical Society
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    • v.144
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    • pp.205-234
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    • 2017
  • In this essay, I modify and improve an anger-solving approach based on Seneca's theory of anger. Seneca proposed his own theory on anger and its therapy in his book, De Ira. Jin-Nam Yi developed five-step-anger-solving approach based on Seneca's theory and John Dewey's problem-solving steps. I show that Yi's approach is restricted in preventive short-term therapy with a constricted concept of anger. I also propose that we should treat controllable anger on preventive levels and uncontrollable anger on therapeutic levels. Adding the sixth step, 'jumping' in order to treat counselees with uncontrollable angers, I suggest a new anger-solving approach with clinical examples.

A descriptive study of on-farm biosecurity and management practices during the incursion of porcine epidemic diarrhea into Canadian swine herds, 2014

  • Perri, Amanda M.;Poljak, Zvonimir;Dewey, Cate;Harding, John CS.;O'Sullivan, Terri L.
    • Journal of Veterinary Science
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    • v.21 no.2
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    • pp.25.1-25.16
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    • 2020
  • Porcine epidemic diarrhea virus (PEDV) emerged into Canada in January 2014, primarily affecting sow herds. Subsequent epidemiological analyses suggested contaminated feed was the most likely transmission pathway. The primary objective of this study was to describe general biosecurity and management practices implemented in PEDV-positive sow herds and matched control herds at the time the virus emerged. The secondary objective was to determine if any of these general biosecurity and farm management practices were important in explaining PEDV infection status from January 22, 2014 to March 1, 2014. A case herd was defined as a swine herd with clinical signs and a positive test result for PEDV. A questionnaire was used to a gather 30-day history of herd management practices, animal movements on/off site, feed management practices, semen deliveries and biosecurity practices for case (n = 8) and control (n = 12) herds, primarily located in Ontario. Data was analyzed using descriptive statistics and random forests (RFs). Case herds were larger in size than control herds. Case herds had more animal movements and non-staff movements onto the site. Also, case herds had higher quantities of pigs delivered, feed deliveries and semen deliveries on-site. The biosecurity practices of case herds were considered more rigorous based on herd management, feed deliveries, transportation and truck driver practices than control herds. The RF model found that the most important variables for predicting herd status were related to herd size and feed management variables. Nonetheless, predictive accuracy of the final RF model was 72%.

The Role of Operations Research/Systems Analysis in Defence Policy and Programming Decisions

  • Trost C.A.H
    • Journal of the military operations research society of Korea
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    • v.5 no.1
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    • pp.7-15
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    • 1979
  • The very fact that so many of us are here to participate in this conference on Operations Research is an indicator of the importance we attach to this relatively new and still expanding field. All of us recognize that Operations Research techniques are especially useful tools in problem solving in business, Government and the military. A discussion of the role of Operations Research and the related field of Systems Analysis in national defense policy and programming decision processes seems especially appropriate at the opening session of this conference, As you know, Operations Research as an organized form of research first found application in the review of individual military weapons systems and their effectiveness just over forty years ago. From that relatively narrow beginning has evolved a discipline whose future exploitation and utility you will explore over the next several days. I plan to review very briefly the historical development of Operations Research and Systems Analysis as tools in the defense decision-making process. Then, I will give you an overview of their application to today's military and defense problem solving by discussing the use of these techniques at the headquarters level by the United States Navy, Obviously, in such a brief period, I cannot cover all applications, specific techniques, or all of the groups involved in such a complex process. A review of the historical development of Operations Research/Systems Analysts reveals that the use of the basic concepts of Operations Research is not new; it originated with the first attempts to use the scientific approach to solve problems. We are still seeking, through modern analysis, to answer the three questions posed by John Dewey in his examination of the problem solving process in 1910.'1 - What is the problem? - What are the alternatives? - Which alternative is best? As I noted earlier, Operations Research, as an organized form of research, began in Great Britain in the late 1930s with the review of individual weapons systems.

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A Study On User Experience Based Storydoing Operating Principles (사용자 경험 기반 스토리두잉의 작동원리에 관한 연구)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.425-436
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    • 2015
  • Along with the spotlight of storytelling, storydoing has attracted public's attention as it has been utilized in various different areas. There are valued message by producer and story to back it up in the storydoing. Recipient will acknowledge the affordance encouraged by producer and confirm the message by practicing it. Finally producer will evaluate the practice process. Therefore, storydoing promotes the product of company, strengthens the brand image and delivers message and value through a previously mentioned cycle. Ultimately, storydoing is operated based on user's experience. In this study, based on the experience theory of John Dewey, in order to discover how the interactivity and continuity operate story doing, we conducted a study on the concept of storydoing, the national and international story doing status, the difference between storytelling and storydoing, the elements of story doing, the relationship with user experience, and the principle of operating story doing. As a result, we learned that story doing had the five elements of message, story, characters, action, and confirmation, and operated by the interaction and continuity between the producer and receptor. Thus, through this research to understand the nature of storydoing, we have identified new trends of the cultural industries and discovered the possibilities to expand the application scope of storydoing, which was currently applied by companies to promote their brand images, onto contents field. More importantly, the proposal of theoretical differences between storytelling and storydoing makes this report meaningful in terms of sociocultural, industrial and academic aspect.

A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.575-584
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    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.